Stahlregen & Flexi + Geiss - Tiger No.5 (Random texture flow).milk 7.0 KB

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  1. MILKDROP_PRESET_VERSION=201
  2. PSVERSION=2
  3. PSVERSION_WARP=2
  4. PSVERSION_COMP=2
  5. [preset00]
  6. fRating=3.000000
  7. fGammaAdj=2.000
  8. fDecay=0.990
  9. fVideoEchoZoom=2.000
  10. fVideoEchoAlpha=0.000
  11. nVideoEchoOrientation=0
  12. nWaveMode=5
  13. bAdditiveWaves=0
  14. bWaveDots=1
  15. bWaveThick=1
  16. bModWaveAlphaByVolume=1
  17. bMaximizeWaveColor=0
  18. bTexWrap=1
  19. bDarkenCenter=0
  20. bRedBlueStereo=0
  21. bBrighten=0
  22. bDarken=0
  23. bSolarize=0
  24. bInvert=0
  25. fWaveAlpha=2.965
  26. fWaveScale=23.563
  27. fWaveSmoothing=0.900
  28. fWaveParam=0.000
  29. fModWaveAlphaStart=0.830
  30. fModWaveAlphaEnd=1.150
  31. fWarpAnimSpeed=1.000
  32. fWarpScale=3.138
  33. fZoomExponent=1.00000
  34. fShader=0.000
  35. zoom=1.05300
  36. rot=0.00000
  37. cx=0.500
  38. cy=0.500
  39. dx=0.00000
  40. dy=0.00000
  41. warp=0.26300
  42. sx=1.00000
  43. sy=1.00000
  44. wave_r=0.490
  45. wave_g=0.490
  46. wave_b=0.490
  47. wave_x=0.500
  48. wave_y=0.500
  49. ob_size=0.010
  50. ob_r=0.000
  51. ob_g=0.000
  52. ob_b=0.000
  53. ob_a=0.000
  54. ib_size=0.010
  55. ib_r=0.250
  56. ib_g=0.250
  57. ib_b=0.250
  58. ib_a=0.000
  59. nMotionVectorsX=12.000
  60. nMotionVectorsY=9.000
  61. mv_dx=0.000
  62. mv_dy=0.000
  63. mv_l=0.900
  64. mv_r=1.000
  65. mv_g=1.000
  66. mv_b=1.000
  67. mv_a=0.000
  68. b1n=0.000
  69. b2n=0.000
  70. b3n=0.000
  71. b1x=1.000
  72. b2x=1.000
  73. b3x=1.000
  74. b1ed=0.250
  75. wavecode_0_enabled=0
  76. wavecode_0_samples=512
  77. wavecode_0_sep=0
  78. wavecode_0_bSpectrum=0
  79. wavecode_0_bUseDots=0
  80. wavecode_0_bDrawThick=0
  81. wavecode_0_bAdditive=0
  82. wavecode_0_scaling=1.00000
  83. wavecode_0_smoothing=0.50000
  84. wavecode_0_r=1.000
  85. wavecode_0_g=1.000
  86. wavecode_0_b=1.000
  87. wavecode_0_a=1.000
  88. wavecode_1_enabled=0
  89. wavecode_1_samples=512
  90. wavecode_1_sep=0
  91. wavecode_1_bSpectrum=0
  92. wavecode_1_bUseDots=0
  93. wavecode_1_bDrawThick=0
  94. wavecode_1_bAdditive=0
  95. wavecode_1_scaling=1.00000
  96. wavecode_1_smoothing=0.50000
  97. wavecode_1_r=1.000
  98. wavecode_1_g=1.000
  99. wavecode_1_b=1.000
  100. wavecode_1_a=1.000
  101. wavecode_2_enabled=0
  102. wavecode_2_samples=512
  103. wavecode_2_sep=0
  104. wavecode_2_bSpectrum=0
  105. wavecode_2_bUseDots=0
  106. wavecode_2_bDrawThick=0
  107. wavecode_2_bAdditive=0
  108. wavecode_2_scaling=1.00000
  109. wavecode_2_smoothing=0.50000
  110. wavecode_2_r=1.000
  111. wavecode_2_g=1.000
  112. wavecode_2_b=1.000
  113. wavecode_2_a=1.000
  114. wavecode_3_enabled=0
  115. wavecode_3_samples=512
  116. wavecode_3_sep=0
  117. wavecode_3_bSpectrum=0
  118. wavecode_3_bUseDots=0
  119. wavecode_3_bDrawThick=0
  120. wavecode_3_bAdditive=0
  121. wavecode_3_scaling=1.00000
  122. wavecode_3_smoothing=0.50000
  123. wavecode_3_r=1.000
  124. wavecode_3_g=1.000
  125. wavecode_3_b=1.000
  126. wavecode_3_a=1.000
  127. shapecode_0_enabled=0
  128. shapecode_0_sides=4
  129. shapecode_0_additive=0
  130. shapecode_0_thickOutline=0
  131. shapecode_0_textured=0
  132. shapecode_0_num_inst=1
  133. shapecode_0_x=0.500
  134. shapecode_0_y=0.500
  135. shapecode_0_rad=0.10000
  136. shapecode_0_ang=0.00000
  137. shapecode_0_tex_ang=0.00000
  138. shapecode_0_tex_zoom=1.00000
  139. shapecode_0_r=1.000
  140. shapecode_0_g=0.000
  141. shapecode_0_b=0.000
  142. shapecode_0_a=1.000
  143. shapecode_0_r2=0.000
  144. shapecode_0_g2=1.000
  145. shapecode_0_b2=0.000
  146. shapecode_0_a2=0.000
  147. shapecode_0_border_r=1.000
  148. shapecode_0_border_g=1.000
  149. shapecode_0_border_b=1.000
  150. shapecode_0_border_a=0.100
  151. shapecode_1_enabled=0
  152. shapecode_1_sides=4
  153. shapecode_1_additive=0
  154. shapecode_1_thickOutline=0
  155. shapecode_1_textured=0
  156. shapecode_1_num_inst=1
  157. shapecode_1_x=0.500
  158. shapecode_1_y=0.500
  159. shapecode_1_rad=0.10000
  160. shapecode_1_ang=0.00000
  161. shapecode_1_tex_ang=0.00000
  162. shapecode_1_tex_zoom=1.00000
  163. shapecode_1_r=1.000
  164. shapecode_1_g=0.000
  165. shapecode_1_b=0.000
  166. shapecode_1_a=1.000
  167. shapecode_1_r2=0.000
  168. shapecode_1_g2=1.000
  169. shapecode_1_b2=0.000
  170. shapecode_1_a2=0.000
  171. shapecode_1_border_r=1.000
  172. shapecode_1_border_g=1.000
  173. shapecode_1_border_b=1.000
  174. shapecode_1_border_a=0.100
  175. shapecode_2_enabled=0
  176. shapecode_2_sides=4
  177. shapecode_2_additive=0
  178. shapecode_2_thickOutline=0
  179. shapecode_2_textured=0
  180. shapecode_2_num_inst=1
  181. shapecode_2_x=0.500
  182. shapecode_2_y=0.500
  183. shapecode_2_rad=0.10000
  184. shapecode_2_ang=0.00000
  185. shapecode_2_tex_ang=0.00000
  186. shapecode_2_tex_zoom=1.00000
  187. shapecode_2_r=1.000
  188. shapecode_2_g=0.000
  189. shapecode_2_b=0.000
  190. shapecode_2_a=1.000
  191. shapecode_2_r2=0.000
  192. shapecode_2_g2=1.000
  193. shapecode_2_b2=0.000
  194. shapecode_2_a2=0.000
  195. shapecode_2_border_r=1.000
  196. shapecode_2_border_g=1.000
  197. shapecode_2_border_b=1.000
  198. shapecode_2_border_a=0.100
  199. shapecode_3_enabled=0
  200. shapecode_3_sides=4
  201. shapecode_3_additive=0
  202. shapecode_3_thickOutline=0
  203. shapecode_3_textured=0
  204. shapecode_3_num_inst=1
  205. shapecode_3_x=0.500
  206. shapecode_3_y=0.500
  207. shapecode_3_rad=0.10000
  208. shapecode_3_ang=0.00000
  209. shapecode_3_tex_ang=0.00000
  210. shapecode_3_tex_zoom=1.00000
  211. shapecode_3_r=1.000
  212. shapecode_3_g=0.000
  213. shapecode_3_b=0.000
  214. shapecode_3_a=1.000
  215. shapecode_3_r2=0.000
  216. shapecode_3_g2=1.000
  217. shapecode_3_b2=0.000
  218. shapecode_3_a2=0.000
  219. shapecode_3_border_r=1.000
  220. shapecode_3_border_g=1.000
  221. shapecode_3_border_b=1.000
  222. shapecode_3_border_a=0.100
  223. per_frame_1=wave_r = wave_r + 0.650*( 0.60*sin(1.437*time) + 0.40*sin(0.970*time) );
  224. per_frame_2=wave_g = wave_g + 0.650*( 0.60*sin(1.344*time) + 0.40*sin(0.841*time) );
  225. per_frame_3=wave_b = wave_b + 0.650*( 0.60*sin(1.251*time) + 0.40*sin(1.055*time) );
  226. per_frame_4=rot = rot + 0.010*( 0.60*sin(0.381*time) + 0.40*sin(0.579*time) );
  227. per_frame_5=cx = cx + 0.210*( 0.60*sin(0.374*time) + 0.40*sin(0.294*time) );
  228. per_frame_6=cy = cy + 0.210*( 0.60*sin(0.393*time) + 0.40*sin(0.223*time) );
  229. per_frame_7=dx = dx + 0.010*( 0.60*sin(0.234*time) + 0.40*sin(0.277*time) );
  230. per_frame_8=dy = dy + 0.010*( 0.60*sin(0.284*time) + 0.40*sin(0.247*time) );
  231. per_frame_9=decay = decay - 0.01*equal(frame%6,0);
  232. per_frame_10=dx = dx + dx_residual;
  233. per_frame_11=dy = dy + dy_residual;
  234. per_frame_12=bass_thresh = above(bass_att,bass_thresh)*2 + (1-above(bass_att,bass_thresh))*((bass_thresh-1.3)*0.96+1.3);
  235. per_frame_13=dx_residual = equal(bass_thresh,2)*0.016*sin(time*7) + (1-equal(bass_thresh,2))*dx_residual;
  236. per_frame_14=dy_residual = equal(bass_thresh,2)*0.012*sin(time*9) + (1-equal(bass_thresh,2))*dy_residual;
  237. warp_1=`shader_body
  238. warp_2=`{
  239. warp_3=` // sample previous frame
  240. warp_4=` ret.xyz = tex2D( sampler_main, uv ).xyz;
  241. warp_5=`
  242. warp_6=` // take the difference between the crisp and blurred images,
  243. warp_7=` // then add it back into the image. Creates spots and stripes over time.
  244. warp_8=` float3 b0 = ret.xyz;
  245. warp_9=` float3 b1 = GetBlur1(uv).xyz;
  246. warp_10=` float3 b2 = GetBlur2(uv).xyz;
  247. warp_11=` //float b3 = GetBlur3(uv).xyz;
  248. warp_12=` float3 dc = b0-b1;
  249. warp_13=` dc = lerp(dc, (b2-b1)*2, rad);
  250. warp_14=`
  251. warp_15=` ret.xyz += dc*0.3;
  252. warp_16=` ret.xyz *= 0.9;
  253. warp_17=` ret = lerp(ret, 0.5, 0.03);
  254. warp_18=`
  255. warp_19=`
  256. warp_20=` // add noise:
  257. warp_21=` float2 dither_uv = uv_orig*texsize.xy*texsize_noise_lq.zw * 1 + rand_frame.xy;
  258. warp_22=` ret.xyz += (tex2D(sampler_noise_lq, dither_uv).xyz-0.5)/256.0 * 122
  259. warp_23=` //* saturate(treb_att-1);
  260. warp_24=` *0.16;
  261. warp_25=`
  262. warp_26=` // desaturate over time, to keep the globs white
  263. warp_27=` //ret.xyz = lerp(ret.xyz, lum(ret.xyz), 0.2);
  264. warp_28=` ret.xyz = lerp(ret.xyz, ret.zxy, 0.02);
  265. warp_29=`}
  266. comp_1=`sampler sampler_rand00;;
  267. comp_2=`shader_body
  268. comp_3=`
  269. comp_4=`{
  270. comp_5=` float2 d = texsize.zw*4;
  271. comp_6=` float1 dx = ( GetBlur1(uv+float2(1,0)*d)-GetBlur1(uv-float2(1,0)*d) ).y;
  272. comp_7=` float1 dy = ( GetBlur1(uv+float2(0,1)*d)-GetBlur1(uv-float2(0,1)*d) ).y;
  273. comp_8=` float2 uv_y = uv-float2(dx,dy)*0.4;
  274. comp_9=`
  275. comp_10=`ret = lerp(tex2D(sampler_rand00, uv_y), rand_preset, GetPixel(uv).y*0.7);
  276. comp_11=`}
  277. comp_12=`